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aiddun

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Everything posted by aiddun

  1. I was curious if this is due to any specific optimizations on Oculus' part, and DM'd John Carmack (consulting Oculus CTO and legendary gfx engineer) asking if they had any magic sauce in making OpenGL run faster. He responded and told me that "We don't have any meta specific code in the OpenGL ES library that I know of". This makes make even more confused on what's going on. @Mark Moukarzel
  2. I'm still trying to find a solution for this. I'm very new to graphics profiling, and tried using renderdoc today on a 'production' Quest 2 build vs a 'production' Focus 3 one on their respective headsets, and found that the Focus 3 took 5-6x longer to render a frame when profiled, with about the same amount of draw calls. I also looked at Snapdragon profiler and it said that my "% shaders busy" was like 90%, so I assume it's not a memory/CPU latency issue (disclosure once again I really don't know how any of this works). My next hypothesis is that Oculus has default lesser graphics settings. I'm also going to try lowering the render resolution of the game again to see if that fixes it, as well as look at specific cache miss stats. If anyone finds any breakthroughs please post them here!
  3. Were you ever able to find a solution to this? We're having the exact same issue
  4. I'm using UE4 using a patched version of the SDK (see my previous post), but what I did may be helpful here. In running adb shell cat /sdcard/DirectPreview/config.json, I noticed that the ip it spat out in the json file wasn't at all the IP of my computer, and reinstalling the APK didn't fix it. I manually edited the ip to my PC's LAN correct ip (using a plugin in VSCode) and now everything works from basic testing. I think this might have been because I have a bunch of different (virtual) network adapters on my PC.
  5. I was able to modify the Wave SDK source code to work with 4.27, changing about 20 lines of C++ which caused the compilation to fail because of slightly changed function signatures on UE4.27's side. I haven't really tested it out yet, nor do I know if I can share the code based on the license, but what I did to find and correct these bugs are the following steps - I REPEAT ONCE AGAIN BARELY TESTED USE AT YOUR OWN RISK 1. Download the Wave zip, in the plugin (see lowercase) folder, find the file "plugin.uproject". Right click this in File Explorer and select "Switch Unreal Engine Version" (even if you only have 4.27), select 4.27 and click ok. 2. UE4 should generate project files. Double click on plugin.sln, open Visual Studio, and right click the plugin target in the solution explorer on "plugin" and select build. 3. VS should spit out a bunch of errors. The only things I recall that need tweaking is changing mentions to ->Resource to ->GetResource() and ->SetResource(), and accepting FRHICommandListImmediate& RHICmdList to a few function override signatures (also refer to UE4 source + intellisense). 4. If you fix these, it should build in VS, and therefore 4.27. Then (not sure if necessary) open plugin.uproject, and follow any additional instructions. The plugin in the Plugins folder should open in 4.27 compatible NOTE ONCE AGAIN BARELY TESTED USE AT YOUR OWN RISK
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